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Re: Adamant Mod Discussion Thread (0.15.00 Release
I like the summoning circle on the left below, have you tried using a yellowish zig-zagged energy beam between the Posts?
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Re: Adamant Mod Discussion Thread (0.15.00 Release
Like this you mean:
http://www.pacifier.com/~gladmill/ad...e%20Yellow.png |
Re: Adamant Mod Discussion Thread (0.15.00 Release
You might want to make sure that the components are all rendered at the same angle (such as the angle of stock component images). It will look somewhat strange to view a ship design and see that every image has a different viewing angle.
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Re: Adamant Mod Discussion Thread (0.15.00 Release
Everything has had the same angle except the crew quarters, which use an angle similar to the stock image, and the scrying pool, which I have fixed:
http://www.pacifier.com/~gladmill/ad...20Pool%202.png EDIT: Wavy like this? http://www.pacifier.com/~gladmill/ad...cle%20Wavy.png |
Re: Adamant Mod Discussion Thread (0.15.00 Release
Maybe five or so "saw teeth" per section...
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Re: Adamant Mod Discussion Thread (0.15.00 Release
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Re: Adamant Mod Discussion Thread (0.15.00 Release
If you made the one on the right have multi-colored beams it might look cool.
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Re: Adamant Mod Discussion Thread (0.15.00 Release
I'll try that.
Anyway here is the Altar of Healing: http://www.pacifier.com/~gladmill/ad...%20Healing.png EDIT: Hmm... This background does wierd things to my flames. It looks better on a black background |
Re: Adamant Mod Discussion Thread (0.15.00 Release
Have you been saving them with transparent backgrounds? Might as well just save it as black...
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Re: Adamant Mod Discussion Thread (0.15.00 Release
I didn't realize I had a choice, it just sort of did it automatically and I never paid any attention to it.
Here is the alter with a black background: http://www.pacifier.com/~gladmill/ad...Background.png And the bicolor Summoning Circle: http://www.pacifier.com/~gladmill/ad...%20Bicolor.png Does it need to be brighter on the black background? EDIT: Well anyway here is a brighter one: http://www.pacifier.com/~gladmill/ad...r%20Bright.png |
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Re: Adamant Mod Discussion Thread (0.15.00 Release
I like that Last summoning circle - the brighter one. That's cool. http://forum.shrapnelgames.com/images/smilies/cool.gif
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Re: Adamant Mod Discussion Thread (0.15.00 Release
Time for an update.
The Fanatic Command: http://www.pacifier.com/~gladmill/ad...%20Command.png You like the glow on the sword and halberd or is it too much? |
Re: Adamant Mod Discussion Thread (0.15.00 Release
Like it.
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Re: Adamant Mod Discussion Thread (0.15.00 Release
That is really good http://forum.shrapnelgames.com/images/smilies/cool.gif
I have to say I think the glow is just right! |
Re: Adamant Mod Discussion Thread (0.15.00 Release
And Behold The Entire Mana Shard Generator Series:
http://www.pacifier.com/~gladmill/ad...erator%20I.png http://www.pacifier.com/~gladmill/ad...rator%20II.png http://www.pacifier.com/~gladmill/ad...ator%20III.png http://www.pacifier.com/~gladmill/ad...rator%20IV.png http://www.pacifier.com/~gladmill/ad...erator%20V.png http://www.pacifier.com/~gladmill/ad...rator%20VI.png http://www.pacifier.com/~gladmill/ad...0VII%20NEW.png http://www.pacifier.com/~gladmill/ad...tor%20VIII.png http://www.pacifier.com/~gladmill/ad...rator%20IX.png |
Re: Adamant Mod Discussion Thread (0.15.00 Release
Gimme a '1'! Gimme a '2'! Gimme a '3'!
Well, it was my first impression. http://forum.shrapnelgames.com/images/smilies/laugh.gif |
Re: Adamant Mod Discussion Thread (0.15.00 Release
Lol, never thought about that.
Ok, its idea time. I still need suggestions for the repair homunculus and the reformation node. I could do something along the lines of a quicksilver being that can assume whatever shape it needs or I could do a glowing orb that will repair the ship magically, or I could make a spiderlike being that can repair the ship. I could even make a smithy if that sounds interesting. Should the repair homunculus be a smaller Version of the reformation node or something entirely different? Is there something I have not thought of that would be cool looking? For the apothecary bay I was thinking of a bench with a mortar and pestle and jars and bowls that sort of thing. For the mirror image I was thinking of three orbs each with image of a the same ship in them. For the see invisibility I was thinking of a large lens mounted in a bracket. Any ideas for the combat sensors and multiplex tracking? Any ideas for any other components are welcome. |
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Re: Adamant Mod Discussion Thread (0.15.00 Release
Hmm... Ok, any suggestions?
EDIT: Here is the Apothecary: http://www.pacifier.com/~gladmill/ad...pothercary.png |
Re: Adamant Mod Discussion Thread (0.15.00 Release
Wow, the mana shard generators look really cool. What programm are you using ? Are you doing postwork !?
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Re: Adamant Mod Discussion Thread (0.15.00 Release
Thanks, I use Rhino for the models and 3D Studio Max for the renders and no I do nothing beyond Max.
EDIT: Here is the See Invisibility: http://www.pacifier.com/~gladmill/ad...visibility.png EDIT 2: Here is the Repair Homunculus: http://www.pacifier.com/~gladmill/ad...Homunculus.png I went with a spider magical construct. You like? |
Re: Adamant Mod Discussion Thread (0.15.00 Release
I know I like.
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Re: Adamant Mod Discussion Thread (0.15.00 Release
I introduce you to the Autonomous Constructs (please ignore their lack of a sense of humor and poor conversation skills http://forum.shrapnelgames.com/image...es/biggrin.gif ):
http://www.pacifier.com/~gladmill/ad...0Construct.png http://www.pacifier.com/~gladmill/ad...0Construct.png |
Re: Adamant Mod Discussion Thread (0.15.00 Release
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http://www.wizards.com/dnd/images/EP...thralgolem.jpg |
Re: Adamant Mod Discussion Thread (0.15.00 Release
'Oh man I really gotta...'
Another of Narf's first impressions. |
Re: Adamant Mod Discussion Thread (0.15.00 Release
Umm.. Ok? http://forum.shrapnelgames.com/images/smilies/fear.gif
Anyway, you mean like this Fyron: http://www.pacifier.com/~gladmill/ad...ruct%20New.png http://www.pacifier.com/~gladmill/ad...ruct%20New.png |
Re: Adamant Mod Discussion Thread (0.15.00 Release
Ooohh... yeah! Perhaps some nice bumpy spots on the red/blue parts, to give it a less metalic/technological feel? As in the image I posted. And while you are at it, might as well make a few other colors of these guys. I might want to add more types of master computers/autonomous constructs in the future, and different colors should be easy enough to render. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Adamant Mod Discussion Thread (0.15.00 Release
Why aren't there Hardy Industrialist Versions of the Space Yard Expansions?
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Re: Adamant Mod Discussion Thread (0.15.00 Release
Now, before I go and do the rest of the colors, is this what you mean by bumps?:
http://www.pacifier.com/~gladmill/ad...%20-%20Red.png I tried making the bumps glow, but then he reminded me of a Christmas Tree. http://forum.shrapnelgames.com/images/smilies/happy.gif I toned it down a little here: http://www.pacifier.com/~gladmill/ad...ng%20Bumps.png Which do you like better? EDIT: I was fiddling around and came up with this: http://www.pacifier.com/~gladmill/ad...ric%20Glow.png Does this help? |
Re: Adamant Mod Discussion Thread (0.15.00 Release
Hmm... non-glowey looks better.
Looking better, but still says "robot" to me, rather than some sort of medieval-esque construct. Looks too, I dunno, well formed? Like it was produced in a modern factory. The parts look too smooth, too integrated, like if a huge factory was mass producing these things with high-tech laser welding and whatnot, rather than some wizard employing a blacksmith or whatever. Could you make the grey parts and the red parts look more like they are composed of various plates "welded" together as in the image I linked? Like thick parts of plate mail melded together or something... It just looks too "modern." Kind of hard to explain... |
Re: Adamant Mod Discussion Thread (0.15.00 Release
I could try coming up with some stone textures and see if that helps.
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Re: Adamant Mod Discussion Thread (0.15.00 Release
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Sleep time for me. http://forum.shrapnelgames.com/images/smilies/yawn.gif |
Re: Adamant Mod Discussion Thread (0.15.00 Release
I have a better texture and it looks pretty good at higher resolutions, but I just don't know if the small pics have a high enough level of detail to make a difference. I think it does look better though, stone is harder to make look realistic than metal http://forum.shrapnelgames.com/images/smilies/smirk.gif :
http://www.pacifier.com/~gladmill/ad...0-%20Stone.png |
Re: Adamant Mod Discussion Thread (0.15.00 Release
That Last one looks pretty good, but why are the legs really bright and the torso really dark?
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Re: Adamant Mod Discussion Thread (0.15.00 Release
This Better?:
http://www.pacifier.com/~gladmill/ad...20-%20Dark.png EDIT: Or this one: http://www.pacifier.com/~gladmill/ad...0-%20Rough.png |
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Re: Adamant Mod Discussion Thread (0.15.00 Release
Taste The Raindbow http://forum.shrapnelgames.com/image...es/biggrin.gif :
http://www.pacifier.com/~gladmill/ad...0-%20Final.png http://www.pacifier.com/~gladmill/ad...-%20Orange.png http://www.pacifier.com/~gladmill/ad...-%20Yellow.png http://www.pacifier.com/~gladmill/ad...0-%20Green.png http://www.pacifier.com/~gladmill/ad...20-%20Blue.png http://www.pacifier.com/~gladmill/ad...-%20Purple.png http://www.pacifier.com/~gladmill/ad...20-%20Grey.png |
Re: Adamant Mod Discussion Thread (0.15.00 Release
/me eats the robo-skittles.
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Re: Adamant Mod Discussion Thread (0.15.00 Release
/me kills Power Rangers.
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Re: Adamant Mod Discussion Thread (0.15.00 Release
/me pronounces Krsqk's name, and Krsqk promptly falls over dead. It was his only weakness...
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Re: Adamant Mod Discussion Thread (0.15.00 Release
Lol, you guys are weird. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Adamant Mod Discussion Thread (0.15.00 Release
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Re: Adamant Mod Discussion Thread (0.15.00 Release
I'm not sure what the comic has to do with anything http://forum.shrapnelgames.com/image...s/confused.gif , but here is a self destruct device or perhaps something else. I'm not sure really:
http://www.pacifier.com/~gladmill/ad...Dark%20Orb.png And Fyron were you aware that a Energy Detector Probing Organelle costs 160800 organics. Makes my ships take reaallly long to build. http://forum.shrapnelgames.com/images/smilies/smirk.gif |
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Re: Adamant Mod Discussion Thread (0.15.00 Release
I don't see how the "robot" guy can control a whole ship, why not give him a bank of controls with round-knob levers and maybe I can see him doing such. http://forum.shrapnelgames.com/images/smilies/shock.gif
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